Remove redundant read-only VV from datafields (#12626)
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@@ -10,7 +10,6 @@ public sealed class ContainmentFieldComponent : SharedContainmentFieldComponent
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/// The throw force for the field if an entity collides with it
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/// The lighter the mass the further it will throw. 5 mass will go about 4 tiles out, 70 mass goes only a couple tiles.
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/// </summary>
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[ViewVariables]
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[DataField("throwForce")]
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public float ThrowForce = 100f;
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@@ -18,7 +17,6 @@ public sealed class ContainmentFieldComponent : SharedContainmentFieldComponent
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/// This shouldn't be at 99999 or higher to prevent the singulo glitching out
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/// Will throw anything at the supplied mass or less that collides with the field.
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/// </summary>
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[ViewVariables]
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[DataField("maxMass")]
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public float MaxMass = 10000f;
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}
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@@ -14,7 +14,6 @@ public sealed class ContainmentFieldGeneratorComponent : SharedContainmentFieldG
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/// <summary>
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/// Store power with a cap. Decrease over time if not being powered from source.
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/// </summary>
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[ViewVariables]
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[DataField("powerBuffer")]
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public int PowerBuffer
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{
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@@ -46,21 +45,18 @@ public sealed class ContainmentFieldGeneratorComponent : SharedContainmentFieldG
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/// <summary>
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/// Used to check if it's received power recently.
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/// </summary>
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[ViewVariables]
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[DataField("accumulator")]
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public float Accumulator;
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/// <summary>
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/// How many seconds should the generators wait before losing power?
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/// </summary>
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[ViewVariables]
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[DataField("threshold")]
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public float Threshold = 10f;
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/// <summary>
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/// How many tiles should this field check before giving up?
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/// </summary>
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[ViewVariables]
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[DataField("maxLength")]
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public float MaxLength = 8F;
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@@ -87,7 +83,6 @@ public sealed class ContainmentFieldGeneratorComponent : SharedContainmentFieldG
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/// <summary>
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/// The masks the raycast should not go through
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/// </summary>
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[ViewVariables]
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[DataField("collisionMask")]
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public int CollisionMask = (int) (CollisionGroup.MobMask | CollisionGroup.Impassable | CollisionGroup.MachineMask | CollisionGroup.Opaque);
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@@ -26,19 +26,19 @@ namespace Content.Server.Singularity.Components
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[ViewVariables]
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public int FireShotCounter;
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[DataField("fireSound"), ViewVariables]
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[DataField("fireSound")]
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public SoundSpecifier FireSound = new SoundPathSpecifier("/Audio/Weapons/emitter.ogg");
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/// <summary>
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/// The entity that is spawned when the emitter fires.
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/// </summary>
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[DataField("boltType"), ViewVariables]
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[DataField("boltType")]
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public string BoltType = "EmitterBolt";
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/// <summary>
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/// The current amount of power being used.
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/// </summary>
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[DataField("powerUseActive"), ViewVariables]
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[DataField("powerUseActive")]
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public int PowerUseActive = 600;
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/// <summary>
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@@ -64,13 +64,13 @@ namespace Content.Server.Singularity.Components
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/// <summary>
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/// The amount of shots that are fired in a single "burst"
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/// </summary>
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[DataField("fireBurstSize"), ViewVariables]
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[DataField("fireBurstSize")]
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public int FireBurstSize = 3;
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/// <summary>
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/// The time between each shot during a burst.
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/// </summary>
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[DataField("fireInterval"), ViewVariables]
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[DataField("fireInterval")]
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public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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@@ -82,27 +82,27 @@ namespace Content.Server.Singularity.Components
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/// <summary>
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/// The current minimum delay between bursts.
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/// </summary>
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[DataField("fireBurstDelayMin"), ViewVariables]
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[DataField("fireBurstDelayMin")]
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public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
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/// <summary>
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/// The current maximum delay between bursts.
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/// </summary>
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[DataField("fireBurstDelayMax"), ViewVariables]
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[DataField("fireBurstDelayMax")]
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public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The base minimum delay between shot bursts.
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/// Used for machine part rating calculations.
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/// </summary>
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[DataField("baseFireBurstDelayMin"), ViewVariables]
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[DataField("baseFireBurstDelayMin")]
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public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
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/// <summary>
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/// The base maximum delay between shot bursts.
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/// Used for machine part rating calculations.
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/// </summary>
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[DataField("baseFireBurstDelayMax"), ViewVariables]
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[DataField("baseFireBurstDelayMax")]
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public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
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/// <summary>
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